
Sunday, 6 September 2009
Monday, 8 June 2009
I was in the pool!!!
Our level size has taken a dip in a cold pool. It has shrunk. I've been working almost 'round the clock since interfaces. I started putting some pipes and stuff in there...I wasn't feeling it. I've redesigned the hallways (including the grand), security room, elevator locations, electric tunnels, steam tunnels, as well as relocating the docking bay and lower levels (relocation thru shrinkage mostly). I will post some screen shots later.
Friday, 22 May 2009
Thursday, 21 May 2009
I "think" the bathroom is done.
Saturday, 9 May 2009
Clowns eh?...
I haven't "blogged" in a while and for this I am sorry. I hope you can all forgive me. All the assets on my list are now modeled and I'm about 1/3 the way through unwrapping. I don't forsee any problem in getting almost everything textured by the end of the term.
Ah! Working!
Wednesday, 6 May 2009
I'm not gonna lie....
Production has been slow. My priorities have been shifted due to a series of unfortunate events. I have been working on the level. It is almost fully subtracted. I am behind. This friday is my planned catch up day.
Friday, 1 May 2009
Flow Chart and Map not Slow Shart and Clap...
Here be the map key (with root objectives), bubble flow chart, floor plan maps, and some goodness. I'm going to construct these in illustrator, but first (i said but first ha! ha!) I want to meet with the team tomorrow and discuss the "mini games" that will happen (Justin has a solution for this). As for now, these are the (for the most part) concrete design plans...until the mini's are confirmed, this is where we stand. Solid. From the books. This is gonna be good! I just started subtracting the lower levels (I know. I'm a bit behind, but only just a couple of hours) and I should have screenshots of the entire level (world brush subtraction) soon.


Monday, 27 April 2009
Sunday, 26 April 2009
Saturday, 25 April 2009
Ambient Occlusion
Friday, 24 April 2009
To Texture or Not To Texture
So I realized that I'm not really sure what color scheme we're going with. This is something we should discuss tomorrow. That way we can texture accordingly.
Objects with Karma?
Is it possible to make objects in unreal use Karma (physics)? If so, do we want to use it? Just wondering before I optimize objects that would make sense to use Karma like garbage cans and stuff.
Wednesday, 22 April 2009
You"ll all have to excuse Master Pain-- uh, Betty.
It's time for his nap. Hmm, sleepy time.
I don't know why but I am really tired. But sleep is for the weak.
Behold, a light! Ohhh, ahhh!
I don't know why but I am really tired. But sleep is for the weak.
Behold, a light! Ohhh, ahhh!

241 polys
It's modeled after more than a few old light fixtures. I figured since it will be hung from the ceiling that it didn't have to be very complex. If you two think it should have more pizaz, let me know.
What's Animation?
So a couple things while I'm sitting here unwrapping. First: Unwrapping sucks. Second: Don't forget to bake out an AO texture. Third: 512 textures are small. Sadness.
Tuesday, 21 April 2009
Underpants Gnomes
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